Yep it's not near finished. This is one of those projects that's sat in my "keep an eye on it" bookmarks for a good while, I figured I'd post it to get some attention on it, because it does look very promising.
Jozzo
Note that the attacker needs to already have access to your Microsoft 365 account to do any of this. Fuck copilot and all, but this isn't something they couldn't achieve before.
Love how the free spot is "no conclave update" lol
Got hit with this in the middle of work. We only have one customer using CrowdStrike, and only staff PCs, no infrastructure. But this one is REAL bad, caused by turning your PC on, and cannot be patched - each affected PC needs to be manually fixed. Would not be surprised to see Linux usage go up after this.
One attendee and the shooter are dead
It depends entirely on the company you work for. Even then, I wouldn't exactly describe the work as "chill"
This would make a pretty evil Zedruu gift
Thematically awesome/terrifying
I patched together some version of this using nested dictionaries:
var abilities: Dictionary = {
AbilityData.Trigger.BEFORE_ATTACK : {},
AbilityData.Trigger.ON_ATTACK : {},
AbilityData.Trigger.ON_HIT : {},
AbilityData.Trigger.ON_KILL : {},
AbilityData.Trigger.ON_DEATH : {},
AbilityData.Trigger.ON_JUMP : {},
AbilityData.Trigger.PASSIVE : {}
}
with each value being another key:value pair of { "ability_id": <ability-node> }
so I can keep a reference to the Ability node and use dictionary functions like .has() to check if a character has a specific ability:
func has_ability(ability_data: AbilityData) -> bool:
if abilities[ability_data.trigger_type].has(ability_data.id):
return true
return false
Then when a trigger fires, it calls this (I omitted the return code):
// Activates all abilities with the specified trigger type. Returns an array containing each ability that was activated this way.
//trigger_type is an enum
//data is just a resource containing things like position, target, ability owner, etc
func trigger(trigger_type: AbilityData.Trigger, data: AbilityActivationData) -> Array[Ability]:
var abilities_to_activate: Dictionary = abilities.get(trigger_type)
// Loops through the list of Ability nodes.
for ability in abilities_to_activate.values():
ability.activate(data)
abilities_activated.append(ability)
This seems to work, but it still gives me that tickling sensation that it could be a little cleaner.
I think I understand...
Instead of the player iterating through and calling all of its abilities, the ability just connects directly to whichever signal it needs on the player?
My current setup is to add each Ability as a node to the player, so right now it follows the "call down, signal up" adage that I hear everyone say. What would be a good way to implment the other way? I assume I should rework my current setup otherwise it'd be "signal down, signal up"?
Or maybe they have the ability to make you weaker